Unexplored areas in zone maps will be covered with hexes. Maps will be accompanied by a graphic (not shown here) that will show percentage explored (progress bar).
The player indicator has a pulsing radar animation and information (tooltip) for icons will be provided on mouseover. Forbidden areas are marked by a bright outline and different hex pattern.
Yep, totally, I prototype most everything, When you are designing UI and there's animation, your perspective of how it should be delivered to the user changes drastically. A lot of people think in terms of showing everything in one screen, but animation can be a powerful tool for delivery to step things out in chunks to reduce information overload.
4 Responses
Pro
Miguel Angel Durán
Unexplored areas in zone maps will be covered with hexes. Maps will be accompanied by a graphic (not shown here) that will show percentage explored (progress bar).
The player indicator has a pulsing radar animation and information (tooltip) for icons will be provided on mouseover. Forbidden areas are marked by a bright outline and different hex pattern.
3 months ago
Pro
Johnny Waterman
Looks cool, I'm really curious to see how Wildstar plays. You guys have implemented some really fantastic looking systems from the videos I've seen.
2 months ago
Pro
Johnny Waterman
Yep, totally, I prototype most everything, When you are designing UI and there's animation, your perspective of how it should be delivered to the user changes drastically. A lot of people think in terms of showing everything in one screen, but animation can be a powerful tool for delivery to step things out in chunks to reduce information overload.
2 months ago
Pro
Andrew Colclough
So cool dude.
27 days ago